Move when 'SendNotification' happens so it'll be before the solo duty dialog
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commit
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@ -1,13 +1,36 @@
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using Dalamud.Game.Text;
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using System.Collections.Generic;
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using Dalamud.Game.Text;
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using Dalamud.Game.Text.SeStringHandling;
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using Dalamud.Plugin.Services;
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using Questionable.Data;
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using Questionable.External;
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using Questionable.Model;
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using Questionable.Model.Questing;
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namespace Questionable.Controller.Steps.Common;
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internal static class SendNotification
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{
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internal sealed class Factory(
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Configuration configuration,
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TerritoryData territoryData) : SimpleTaskFactory
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{
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public override ITask? CreateTask(Quest quest, QuestSequence sequence, QuestStep step)
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{
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return step.InteractionType switch
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{
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EInteractionType.Snipe when !configuration.General.AutomaticallyCompleteSnipeTasks =>
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new Task(step.InteractionType, step.Comment),
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EInteractionType.Duty =>
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new Task(step.InteractionType, step.ContentFinderConditionId.HasValue
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? territoryData.GetContentFinderConditionName(step.ContentFinderConditionId.Value)
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: step.Comment),
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EInteractionType.SinglePlayerDuty => new Task(step.InteractionType, quest.Info.Name),
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_ => null,
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};
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}
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}
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internal sealed record Task(EInteractionType InteractionType, string? Comment) : ITask
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{
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public override string ToString() => "SendNotification";
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@ -6,7 +6,6 @@ using System.Numerics;
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using Dalamud.Game.ClientState.Conditions;
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using Dalamud.Plugin.Services;
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using Questionable.Controller.Steps.Common;
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using Questionable.Controller.Steps.Interactions;
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using Questionable.Controller.Utils;
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using Questionable.Data;
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using Questionable.Functions;
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@ -20,8 +19,7 @@ internal static class WaitAtEnd
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internal sealed class Factory(
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IClientState clientState,
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ICondition condition,
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TerritoryData territoryData,
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Configuration configuration)
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TerritoryData territoryData)
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: ITaskFactory
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{
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public IEnumerable<ITask> CreateAllTasks(Quest quest, QuestSequence sequence, QuestStep step)
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@ -49,28 +47,12 @@ internal static class WaitAtEnd
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case EInteractionType.WaitForManualProgress:
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case EInteractionType.Instruction:
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case EInteractionType.Snipe:
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return [new WaitNextStepOrSequence()];
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case EInteractionType.Snipe:
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if (configuration.General.AutomaticallyCompleteSnipeTasks)
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return [new WaitNextStepOrSequence()];
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else
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return [
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new SendNotification.Task(step.InteractionType, step.Comment),
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new WaitNextStepOrSequence()
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];
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case EInteractionType.Duty:
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return [
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new SendNotification.Task(step.InteractionType, step.ContentFinderConditionId.HasValue ? territoryData.GetContentFinderConditionName(step.ContentFinderConditionId.Value) : step.Comment),
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new EndAutomation(),
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];
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case EInteractionType.SinglePlayerDuty:
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return [
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new SendNotification.Task(step.InteractionType, quest.Info.Name),
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new EndAutomation()
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];
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return [new EndAutomation()];
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case EInteractionType.WalkTo:
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case EInteractionType.Jump:
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@ -163,6 +163,8 @@ public sealed class QuestionablePlugin : IDalamudPlugin
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serviceCollection.AddTaskFactoryAndExecutor<MoveTo.MoveTask, MoveTo.Factory, MoveTo.MoveExecutor>();
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serviceCollection.AddTaskExecutor<MoveTo.WaitForNearDataId, MoveTo.WaitForNearDataIdExecutor>();
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serviceCollection.AddTaskExecutor<MoveTo.LandTask, MoveTo.LandExecutor>();
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serviceCollection
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.AddTaskFactoryAndExecutor<SendNotification.Task, SendNotification.Factory, SendNotification.Executor>();
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serviceCollection
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.AddTaskFactoryAndExecutor<NextQuest.SetQuestTask, NextQuest.Factory, NextQuest.NextQuestExecutor>();
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@ -206,7 +208,6 @@ public sealed class QuestionablePlugin : IDalamudPlugin
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serviceCollection.AddTaskExecutor<InitiateLeve.Initiate, InitiateLeve.InitiateExecutor>();
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serviceCollection.AddTaskExecutor<InitiateLeve.SelectDifficulty, InitiateLeve.SelectDifficultyExecutor>();
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serviceCollection.AddTaskExecutor<SendNotification.Task, SendNotification.Executor>();
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serviceCollection.AddTaskExecutor<WaitCondition.Task, WaitCondition.WaitConditionExecutor>();
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serviceCollection.AddTaskFactory<WaitAtEnd.Factory>();
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serviceCollection.AddTaskExecutor<WaitAtEnd.WaitDelay, WaitAtEnd.WaitDelayExecutor>();
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